void Update()
    {
        var newSpeed = difficulties[inventary.NumberOfKeys].jasonSpeed;

        mover.SetMoveSeed(newSpeed);

        var newBrokeDoorPercentage = difficulties[inventary.NumberOfKeys].jasonBrokeDoorPercentage;

        fsm.SetBrokeDoorPercentage(newBrokeDoorPercentage);
        fsm.SetTimeToGiveUp(difficulties[inventary.NumberOfKeys].jasonTimeToGiveUp);

        jsonWalkAudio.pitch = animator.speed = difficulties[inventary.NumberOfKeys].jasonWalkSoundSpeed;

        if (inventary.NumberOfKeys == difficulties.Length - 1 && !shadowsMidtonesHighlights.active)
        {
            shadowsMidtonesHighlights.active = true;
            fsm.MoveAndSetState <FollowingTarget>(
                fsm.Awareness.HasTargetOnSight() || fsm.CurrentState == nameof(FollowingTarget)
                ? fsm.transform.position
                : GameObject.Find("LastApearEvent").transform.position);
            musicNormal.Pause();
            hardMusic.Play();
        }
    }